/**
 * @author Kyle-Larson https://github.com/Kyle-Larson
 * @author Takahiro https://github.com/takahirox
 * @author Lewy Blue https://github.com/looeee
 *
 * Loader loads FBX file and generates Group representing FBX scene.
 * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
 * Versions lower than this may load but will probably have errors
 *
 * Needs Support:
 *  Morph normals / blend shape normals
 *
 * FBX format references:
 * 	https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
 * 	http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
 *
 * 	Binary format specification:
 *		https://code.blender.org/2013/08/fbx-binary-file-format-specification/
 */


THREE.FBXLoader = ( function () {

    var fbxTree;
    var connections;
    var sceneGraph;

    function FBXLoader( manager ) {

        this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

    }

    FBXLoader.prototype = {

        constructor: FBXLoader,

        crossOrigin: 'anonymous',

        load: function ( url, onLoad, onProgress, onError ) {

            var self = this;

            var path = ( self.path === undefined ) ? THREE.LoaderUtils.extractUrlBase( url ) : self.path;

            var loader = new THREE.FileLoader( this.manager );
            loader.setPath( self.path );
            loader.setResponseType( 'arraybuffer' );

            loader.load( url, function ( buffer ) {

                try {

                    onLoad( self.parse( buffer, path ) );

                } catch ( error ) {

                    setTimeout( function () {

                        if ( onError ) onError( error );

                        self.manager.itemError( url );

                    }, 0 );

                }

            }, onProgress, onError );

        },

        setPath: function ( value ) {

            this.path = value;
            return this;

        },

        setResourcePath: function ( value ) {

            this.resourcePath = value;
            return this;

        },

        setCrossOrigin: function ( value ) {

            this.crossOrigin = value;
            return this;

        },

        parse: function ( FBXBuffer, path ) {

            if ( isFbxFormatBinary( FBXBuffer ) ) {

                fbxTree = new BinaryParser().parse( FBXBuffer );

            } else {

                var FBXText = convertArrayBufferToString( FBXBuffer );

                if ( ! isFbxFormatASCII( FBXText ) ) {

                    throw new Error( 'THREE.FBXLoader: Unknown format.' );

                }

                if ( getFbxVersion( FBXText ) < 7000 ) {

                    throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );

                }

                fbxTree = new TextParser().parse( FBXText );

            }

            // console.log( fbxTree );

            var textureLoader = new THREE.TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );

            return new FBXTreeParser( textureLoader ).parse( fbxTree );

        }

    };

    // Parse the FBXTree object returned by the BinaryParser or TextParser and return a THREE.Group
    function FBXTreeParser( textureLoader ) {

        this.textureLoader = textureLoader;

    }

    FBXTreeParser.prototype = {

        constructor: FBXTreeParser,

        parse: function () {

            connections = this.parseConnections();

            var images = this.parseImages();
            var textures = this.parseTextures( images );
            var materials = this.parseMaterials( textures );
            var deformers = this.parseDeformers();
            var geometryMap = new GeometryParser().parse( deformers );

            this.parseScene( deformers, geometryMap, materials );

            return sceneGraph;

        },

        // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
        // and details the connection type
        parseConnections: function () {

            var connectionMap = new Map();

            if ( 'Connections' in fbxTree ) {

                var rawConnections = fbxTree.Connections.connections;

                rawConnections.forEach( function ( rawConnection ) {

                    var fromID = rawConnection[ 0 ];
                    var toID = rawConnection[ 1 ];
                    var relationship = rawConnection[ 2 ];

                    if ( ! connectionMap.has( fromID ) ) {

                        connectionMap.set( fromID, {
                            parents: [],
                            children: []
                        } );

                    }

                    var parentRelationship = { ID: toID, relationship: relationship };
                    connectionMap.get( fromID ).parents.push( parentRelationship );

                    if ( ! connectionMap.has( toID ) ) {

                        connectionMap.set( toID, {
                            parents: [],
                            children: []
                        } );

                    }

                    var childRelationship = { ID: fromID, relationship: relationship };
                    connectionMap.get( toID ).children.push( childRelationship );

                } );

            }

            return connectionMap;

        },

        // Parse FBXTree.Objects.Video for embedded image data
        // These images are connected to textures in FBXTree.Objects.Textures
        // via FBXTree.Connections.
        parseImages: function () {

            var images = {};
            var blobs = {};

            if ( 'Video' in fbxTree.Objects ) {

                var videoNodes = fbxTree.Objects.Video;

                for ( var nodeID in videoNodes ) {

                    var videoNode = videoNodes[ nodeID ];

                    var id = parseInt( nodeID );

                    images[ id ] = videoNode.RelativeFilename || videoNode.Filename;

                    // raw image data is in videoNode.Content
                    if ( 'Content' in videoNode ) {

                        var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
                        var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );

                        if ( arrayBufferContent || base64Content ) {

                            var image = this.parseImage( videoNodes[ nodeID ] );

                            blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;

                        }

                    }

                }

            }

            for ( var id in images ) {

                var filename = images[ id ];

                if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
                else images[ id ] = images[ id ].split( '\\' ).pop();

            }

            return images;

        },

        // Parse embedded image data in FBXTree.Video.Content
        parseImage: function ( videoNode ) {

            var content = videoNode.Content;
            var fileName = videoNode.RelativeFilename || videoNode.Filename;
            var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();

            var type;

            switch ( extension ) {

                case 'bmp':

                    type = 'image/bmp';
                    break;

                case 'jpg':
                case 'jpeg':

                    type = 'image/jpeg';
                    break;

                case 'png':

                    type = 'image/png';
                    break;

                case 'tif':

                    type = 'image/tiff';
                    break;

                case 'tga':

                    if ( typeof THREE.TGALoader !== 'function' ) {

                        console.warn( 'FBXLoader: THREE.TGALoader is required to load TGA textures' );
                        return;

                    } else {

                        if ( THREE.Loader.Handlers.get( '.tga' ) === null ) {

                            var tgaLoader = new THREE.TGALoader();
                            tgaLoader.setPath( this.textureLoader.path );

                            THREE.Loader.Handlers.add( /\.tga$/i, tgaLoader );

                        }

                        type = 'image/tga';
                        break;

                    }

                default:

                    console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
                    return;

            }

            if ( typeof content === 'string' ) { // ASCII format

                return 'data:' + type + ';base64,' + content;

            } else { // Binary Format

                var array = new Uint8Array( content );
                return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );

            }

        },

        // Parse nodes in FBXTree.Objects.Texture
        // These contain details such as UV scaling, cropping, rotation etc and are connected
        // to images in FBXTree.Objects.Video
        parseTextures: function ( images ) {

            var textureMap = new Map();

            if ( 'Texture' in fbxTree.Objects ) {

                var textureNodes = fbxTree.Objects.Texture;
                for ( var nodeID in textureNodes ) {

                    var texture = this.parseTexture( textureNodes[ nodeID ], images );
                    textureMap.set( parseInt( nodeID ), texture );

                }

            }

            return textureMap;

        },

        // Parse individual node in FBXTree.Objects.Texture
        parseTexture: function ( textureNode, images ) {

            var texture = this.loadTexture( textureNode, images );

            texture.ID = textureNode.id;

            texture.name = textureNode.attrName;

            var wrapModeU = textureNode.WrapModeU;
            var wrapModeV = textureNode.WrapModeV;

            var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
            var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;

            // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
            // 0: repeat(default), 1: clamp

            texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
            texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;

            if ( 'Scaling' in textureNode ) {

                var values = textureNode.Scaling.value;

                texture.repeat.x = values[ 0 ];
                texture.repeat.y = values[ 1 ];

            }

            return texture;

        },

        // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
        loadTexture: function ( textureNode, images ) {

            var fileName;

            var currentPath = this.textureLoader.path;

            var children = connections.get( textureNode.id ).children;

            if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {

                fileName = images[ children[ 0 ].ID ];

                if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {

                    this.textureLoader.setPath( undefined );

                }

            }

            var texture;

            var extension = textureNode.FileName.slice( - 3 ).toLowerCase();

            if ( extension === 'tga' ) {

                var loader = THREE.Loader.Handlers.get( '.tga' );

                if ( loader === null ) {

                    console.warn( 'FBXLoader: TGALoader not found, creating empty placeholder texture for', fileName );
                    texture = new THREE.Texture();

                } else {

                    texture = loader.load( fileName );

                }

            } else if ( extension === 'psd' ) {

                console.warn( 'FBXLoader: PSD textures are not supported, creating empty placeholder texture for', fileName );
                texture = new THREE.Texture();

            } else {

                texture = this.textureLoader.load( fileName );

            }

            this.textureLoader.setPath( currentPath );

            return texture;

        },

        // Parse nodes in FBXTree.Objects.Material
        parseMaterials: function ( textureMap ) {

            var materialMap = new Map();

            if ( 'Material' in fbxTree.Objects ) {

                var materialNodes = fbxTree.Objects.Material;

                for ( var nodeID in materialNodes ) {

                    var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );

                    if ( material !== null ) materialMap.set( parseInt( nodeID ), material );

                }

            }

            return materialMap;

        },

        // Parse single node in FBXTree.Objects.Material
        // Materials are connected to texture maps in FBXTree.Objects.Textures
        // FBX format currently only supports Lambert and Phong shading models
        parseMaterial: function ( materialNode, textureMap ) {

            var ID = materialNode.id;
            var name = materialNode.attrName;
            var type = materialNode.ShadingModel;

            // Case where FBX wraps shading model in property object.
            if ( typeof type === 'object' ) {

                type = type.value;

            }

            // Ignore unused materials which don't have any connections.
            if ( ! connections.has( ID ) ) return null;

            var parameters = this.parseParameters( materialNode, textureMap, ID );

            var material;

            switch ( type.toLowerCase() ) {

                case 'phong':
                    material = new THREE.MeshPhongMaterial();
                    break;
                case 'lambert':
                    material = new THREE.MeshLambertMaterial();
                    break;
                default:
                    console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
                    material = new THREE.MeshPhongMaterial();
                    break;

            }

            material.setValues( parameters );
            material.name = name;

            return material;

        },

        // Parse FBX material and return parameters suitable for a three.js material
        // Also parse the texture map and return any textures associated with the material
        parseParameters: function ( materialNode, textureMap, ID ) {

            var parameters = {};

            if ( materialNode.BumpFactor ) {

                parameters.bumpScale = materialNode.BumpFactor.value;

            }
            if ( materialNode.Diffuse ) {

                parameters.color = new THREE.Color().fromArray( materialNode.Diffuse.value );

            } else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {

                // The blender exporter exports diffuse here instead of in materialNode.Diffuse
                parameters.color = new THREE.Color().fromArray( materialNode.DiffuseColor.value );

            }

            if ( materialNode.DisplacementFactor ) {

                parameters.displacementScale = materialNode.DisplacementFactor.value;

            }

            if ( materialNode.Emissive ) {

                parameters.emissive = new THREE.Color().fromArray( materialNode.Emissive.value );

            } else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {

                // The blender exporter exports emissive color here instead of in materialNode.Emissive
                parameters.emissive = new THREE.Color().fromArray( materialNode.EmissiveColor.value );

            }

            if ( materialNode.EmissiveFactor ) {

                parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );

            }

            if ( materialNode.Opacity ) {

                parameters.opacity = parseFloat( materialNode.Opacity.value );

            }

            if ( parameters.opacity < 1.0 ) {

                parameters.transparent = true;

            }

            if ( materialNode.ReflectionFactor ) {

                parameters.reflectivity = materialNode.ReflectionFactor.value;

            }

            if ( materialNode.Shininess ) {

                parameters.shininess = materialNode.Shininess.value;

            }

            if ( materialNode.Specular ) {

                parameters.specular = new THREE.Color().fromArray( materialNode.Specular.value );

            } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {

                // The blender exporter exports specular color here instead of in materialNode.Specular
                parameters.specular = new THREE.Color().fromArray( materialNode.SpecularColor.value );

            }

            var self = this;
            connections.get( ID ).children.forEach( function ( child ) {

                var type = child.relationship;

                switch ( type ) {

                    case 'Bump':
                        parameters.bumpMap = self.getTexture( textureMap, child.ID );
                        break;

                    case 'Maya|TEX_ao_map':
                        parameters.aoMap = self.getTexture( textureMap, child.ID );
                        break;

                    case 'DiffuseColor':
                    case 'Maya|TEX_color_map':
                        parameters.map = self.getTexture( textureMap, child.ID );
                        break;

                    case 'DisplacementColor':
                        parameters.displacementMap = self.getTexture( textureMap, child.ID );
                        break;

                    case 'EmissiveColor':
                        parameters.emissiveMap = self.getTexture( textureMap, child.ID );
                        break;

                    case 'NormalMap':
                    case 'Maya|TEX_normal_map':
                        parameters.normalMap = self.getTexture( textureMap, child.ID );
                        break;

                    case 'ReflectionColor':
                        parameters.envMap = self.getTexture( textureMap, child.ID );
                        parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
                        break;

                    case 'SpecularColor':
                        parameters.specularMap = self.getTexture( textureMap, child.ID );
                        break;

                    case 'TransparentColor':
                        parameters.alphaMap = self.getTexture( textureMap, child.ID );
                        parameters.transparent = true;
                        break;

                    case 'AmbientColor':
                    case 'ShininessExponent': // AKA glossiness map
                    case 'SpecularFactor': // AKA specularLevel
                    case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
                    default:
                        console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
                        break;

                }

            } );

            return parameters;

        },

        // get a texture from the textureMap for use by a material.
        getTexture: function ( textureMap, id ) {

            // if the texture is a layered texture, just use the first layer and issue a warning
            if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {

                console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
                id = connections.get( id ).children[ 0 ].ID;

            }

            return textureMap.get( id );

        },

        // Parse nodes in FBXTree.Objects.Deformer
        // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
        // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
        parseDeformers: function () {

            var skeletons = {};
            var morphTargets = {};

            if ( 'Deformer' in fbxTree.Objects ) {

                var DeformerNodes = fbxTree.Objects.Deformer;

                for ( var nodeID in DeformerNodes ) {

                    var deformerNode = DeformerNodes[ nodeID ];

                    var relationships = connections.get( parseInt( nodeID ) );

                    if ( deformerNode.attrType === 'Skin' ) {

                        var skeleton = this.parseSkeleton( relationships, DeformerNodes );
                        skeleton.ID = nodeID;

                        if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
                        skeleton.geometryID = relationships.parents[ 0 ].ID;

                        skeletons[ nodeID ] = skeleton;

                    } else if ( deformerNode.attrType === 'BlendShape' ) {

                        var morphTarget = {
                            id: nodeID,
                        };

                        morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
                        morphTarget.id = nodeID;

                        if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );

                        morphTargets[ nodeID ] = morphTarget;

                    }

                }

            }

            return {

                skeletons: skeletons,
                morphTargets: morphTargets,

            };

        },

        // Parse single nodes in FBXTree.Objects.Deformer
        // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
        // Each skin node represents a skeleton and each cluster node represents a bone
        parseSkeleton: function ( relationships, deformerNodes ) {

            var rawBones = [];

            relationships.children.forEach( function ( child ) {

                var boneNode = deformerNodes[ child.ID ];

                if ( boneNode.attrType !== 'Cluster' ) return;

                var rawBone = {

                    ID: child.ID,
                    indices: [],
                    weights: [],
                    transformLink: new THREE.Matrix4().fromArray( boneNode.TransformLink.a ),
                    // transform: new THREE.Matrix4().fromArray( boneNode.Transform.a ),
                    // linkMode: boneNode.Mode,

                };

                if ( 'Indexes' in boneNode ) {

                    rawBone.indices = boneNode.Indexes.a;
                    rawBone.weights = boneNode.Weights.a;

                }

                rawBones.push( rawBone );

            } );

            return {

                rawBones: rawBones,
                bones: []

            };

        },

        // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
        parseMorphTargets: function ( relationships, deformerNodes ) {

            var rawMorphTargets = [];

            for ( var i = 0; i < relationships.children.length; i ++ ) {

                var child = relationships.children[ i ];

                var morphTargetNode = deformerNodes[ child.ID ];

                var rawMorphTarget = {

                    name: morphTargetNode.attrName,
                    initialWeight: morphTargetNode.DeformPercent,
                    id: morphTargetNode.id,
                    fullWeights: morphTargetNode.FullWeights.a

                };

                if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;

                rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {

                    return child.relationship === undefined;

                } )[ 0 ].ID;

                rawMorphTargets.push( rawMorphTarget );

            }

            return rawMorphTargets;

        },

        // create the main THREE.Group() to be returned by the loader
        parseScene: function ( deformers, geometryMap, materialMap ) {

            sceneGraph = new THREE.Group();

            var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );

            var modelNodes = fbxTree.Objects.Model;

            var self = this;
            modelMap.forEach( function ( model ) {

                var modelNode = modelNodes[ model.ID ];
                self.setLookAtProperties( model, modelNode );

                var parentConnections = connections.get( model.ID ).parents;

                parentConnections.forEach( function ( connection ) {

                    var parent = modelMap.get( connection.ID );
                    if ( parent !== undefined ) parent.add( model );

                } );

                if ( model.parent === null ) {

                    sceneGraph.add( model );

                }


            } );

            this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );

            this.createAmbientLight();

            this.setupMorphMaterials();

            sceneGraph.traverse( function ( node ) {

                if ( node.userData.transformData ) {

                    if ( node.parent ) node.userData.transformData.parentMatrixWorld = node.parent.matrix;

                    var transform = generateTransform( node.userData.transformData );

                    node.applyMatrix( transform );

                }

            } );

            var animations = new AnimationParser().parse();

            // if all the models where already combined in a single group, just return that
            if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {

                sceneGraph.children[ 0 ].animations = animations;
                sceneGraph = sceneGraph.children[ 0 ];

            }

            sceneGraph.animations = animations;

        },

        // parse nodes in FBXTree.Objects.Model
        parseModels: function ( skeletons, geometryMap, materialMap ) {

            var modelMap = new Map();
            var modelNodes = fbxTree.Objects.Model;

            for ( var nodeID in modelNodes ) {

                var id = parseInt( nodeID );
                var node = modelNodes[ nodeID ];
                var relationships = connections.get( id );

                var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );

                if ( ! model ) {

                    switch ( node.attrType ) {

                        case 'Camera':
                            model = this.createCamera( relationships );
                            break;
                        case 'Light':
                            model = this.createLight( relationships );
                            break;
                        case 'Mesh':
                            model = this.createMesh( relationships, geometryMap, materialMap );
                            break;
                        case 'NurbsCurve':
                            model = this.createCurve( relationships, geometryMap );
                            break;
                        case 'LimbNode':
                        case 'Root':
                            model = new THREE.Bone();
                            break;
                        case 'Null':
                        default:
                            model = new THREE.Group();
                            break;

                    }

                    model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
                    model.ID = id;

                }

                this.getTransformData( model, node );
                modelMap.set( id, model );

            }

            return modelMap;

        },

        buildSkeleton: function ( relationships, skeletons, id, name ) {

            var bone = null;

            relationships.parents.forEach( function ( parent ) {

                for ( var ID in skeletons ) {

                    var skeleton = skeletons[ ID ];

                    skeleton.rawBones.forEach( function ( rawBone, i ) {

                        if ( rawBone.ID === parent.ID ) {

                            var subBone = bone;
                            bone = new THREE.Bone();

                            bone.matrixWorld.copy( rawBone.transformLink );

                            // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
                            bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
                            bone.ID = id;

                            skeleton.bones[ i ] = bone;

                            // In cases where a bone is shared between multiple meshes
                            // duplicate the bone here and and it as a child of the first bone
                            if ( subBone !== null ) {

                                bone.add( subBone );

                            }

                        }

                    } );

                }

            } );

            return bone;

        },

        // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
        createCamera: function ( relationships ) {

            var model;
            var cameraAttribute;

            relationships.children.forEach( function ( child ) {

                var attr = fbxTree.Objects.NodeAttribute[ child.ID ];

                if ( attr !== undefined ) {

                    cameraAttribute = attr;

                }

            } );

            if ( cameraAttribute === undefined ) {

                model = new THREE.Object3D();

            } else {

                var type = 0;
                if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {

                    type = 1;

                }

                var nearClippingPlane = 1;
                if ( cameraAttribute.NearPlane !== undefined ) {

                    nearClippingPlane = cameraAttribute.NearPlane.value / 1000;

                }

                var farClippingPlane = 1000;
                if ( cameraAttribute.FarPlane !== undefined ) {

                    farClippingPlane = cameraAttribute.FarPlane.value / 1000;

                }


                var width = window.innerWidth;
                var height = window.innerHeight;

                if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {

                    width = cameraAttribute.AspectWidth.value;
                    height = cameraAttribute.AspectHeight.value;

                }

                var aspect = width / height;

                var fov = 45;
                if ( cameraAttribute.FieldOfView !== undefined ) {

                    fov = cameraAttribute.FieldOfView.value;

                }

                var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;

                switch ( type ) {

                    case 0: // Perspective
                        model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
                        if ( focalLength !== null ) model.setFocalLength( focalLength );
                        break;

                    case 1: // Orthographic
                        model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
                        break;

                    default:
                        console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
                        model = new THREE.Object3D();
                        break;

                }

            }

            return model;

        },

        // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
        createLight: function ( relationships ) {

            var model;
            var lightAttribute;

            relationships.children.forEach( function ( child ) {

                var attr = fbxTree.Objects.NodeAttribute[ child.ID ];

                if ( attr !== undefined ) {

                    lightAttribute = attr;

                }

            } );

            if ( lightAttribute === undefined ) {

                model = new THREE.Object3D();

            } else {

                var type;

                // LightType can be undefined for Point lights
                if ( lightAttribute.LightType === undefined ) {

                    type = 0;

                } else {

                    type = lightAttribute.LightType.value;

                }

                var color = 0xffffff;

                if ( lightAttribute.Color !== undefined ) {

                    color = new THREE.Color().fromArray( lightAttribute.Color.value );

                }

                var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;

                // light disabled
                if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {

                    intensity = 0;

                }

                var distance = 0;
                if ( lightAttribute.FarAttenuationEnd !== undefined ) {

                    if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {

                        distance = 0;

                    } else {

                        distance = lightAttribute.FarAttenuationEnd.value;

                    }

                }

                // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
                var decay = 1;

                switch ( type ) {

                    case 0: // Point
                        model = new THREE.PointLight( color, intensity, distance, decay );
                        break;

                    case 1: // Directional
                        model = new THREE.DirectionalLight( color, intensity );
                        break;

                    case 2: // Spot
                        var angle = Math.PI / 3;

                        if ( lightAttribute.InnerAngle !== undefined ) {

                            angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );

                        }

                        var penumbra = 0;
                        if ( lightAttribute.OuterAngle !== undefined ) {

                            // TODO: this is not correct - FBX calculates outer and inner angle in degrees
                            // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
                            // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
                            penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
                            penumbra = Math.max( penumbra, 1 );

                        }

                        model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
                        break;

                    default:
                        console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
                        model = new THREE.PointLight( color, intensity );
                        break;

                }

                if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {

                    model.castShadow = true;

                }

            }

            return model;

        },

        createMesh: function ( relationships, geometryMap, materialMap ) {

            var model;
            var geometry = null;
            var material = null;
            var materials = [];

            // get geometry and materials(s) from connections
            relationships.children.forEach( function ( child ) {

                if ( geometryMap.has( child.ID ) ) {

                    geometry = geometryMap.get( child.ID );

                }

                if ( materialMap.has( child.ID ) ) {

                    materials.push( materialMap.get( child.ID ) );

                }

            } );

            if ( materials.length > 1 ) {

                material = materials;

            } else if ( materials.length > 0 ) {

                material = materials[ 0 ];

            } else {

			    // 2019.11.19 yaoyuan
                // material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
				material = new THREE.MeshPhongMaterial( { color: new THREE.Color(99 / 255, 251 / 255, 251 / 255) } );
                materials.push( material );

            }

            if ( 'color' in geometry.attributes ) {

                materials.forEach( function ( material ) {

                    material.vertexColors = THREE.VertexColors;

                } );

            }

            if ( geometry.FBX_Deformer ) {

                materials.forEach( function ( material ) {

                    material.skinning = true;

                } );

                model = new THREE.SkinnedMesh( geometry, material );
                model.normalizeSkinWeights();

            } else {

                model = new THREE.Mesh( geometry, material );

            }

            return model;

        },

        createCurve: function ( relationships, geometryMap ) {

            var geometry = relationships.children.reduce( function ( geo, child ) {

                if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );

                return geo;

            }, null );

            // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
            var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
            return new THREE.Line( geometry, material );

        },

        // parse the model node for transform data
        getTransformData: function ( model, modelNode ) {

            var transformData = {};

            if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );

            if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
            else transformData.eulerOrder = 'ZYX';

            if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;

            if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
            if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
            if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;

            if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;

            if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
            if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;

            if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
            if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;

            model.userData.transformData = transformData;

        },

        setLookAtProperties: function ( model, modelNode ) {

            if ( 'LookAtProperty' in modelNode ) {

                var children = connections.get( model.ID ).children;

                children.forEach( function ( child ) {

                    if ( child.relationship === 'LookAtProperty' ) {

                        var lookAtTarget = fbxTree.Objects.Model[ child.ID ];

                        if ( 'Lcl_Translation' in lookAtTarget ) {

                            var pos = lookAtTarget.Lcl_Translation.value;

                            // DirectionalLight, SpotLight
                            if ( model.target !== undefined ) {

                                model.target.position.fromArray( pos );
                                sceneGraph.add( model.target );

                            } else { // Cameras and other Object3Ds

                                model.lookAt( new THREE.Vector3().fromArray( pos ) );

                            }

                        }

                    }

                } );

            }

        },

        bindSkeleton: function ( skeletons, geometryMap, modelMap ) {

            var bindMatrices = this.parsePoseNodes();

            for ( var ID in skeletons ) {

                var skeleton = skeletons[ ID ];

                var parents = connections.get( parseInt( skeleton.ID ) ).parents;

                parents.forEach( function ( parent ) {

                    if ( geometryMap.has( parent.ID ) ) {

                        var geoID = parent.ID;
                        var geoRelationships = connections.get( geoID );

                        geoRelationships.parents.forEach( function ( geoConnParent ) {

                            if ( modelMap.has( geoConnParent.ID ) ) {

                                var model = modelMap.get( geoConnParent.ID );

                                model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );

                            }

                        } );

                    }

                } );

            }

        },

        parsePoseNodes: function () {

            var bindMatrices = {};

            if ( 'Pose' in fbxTree.Objects ) {

                var BindPoseNode = fbxTree.Objects.Pose;

                for ( var nodeID in BindPoseNode ) {

                    if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {

                        var poseNodes = BindPoseNode[ nodeID ].PoseNode;

                        if ( Array.isArray( poseNodes ) ) {

                            poseNodes.forEach( function ( poseNode ) {

                                bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );

                            } );

                        } else {

                            bindMatrices[ poseNodes.Node ] = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );

                        }

                    }

                }

            }

            return bindMatrices;

        },

        // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
        createAmbientLight: function () {

            if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {

                var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
                var r = ambientColor[ 0 ];
                var g = ambientColor[ 1 ];
                var b = ambientColor[ 2 ];

                if ( r !== 0 || g !== 0 || b !== 0 ) {

                    var color = new THREE.Color( r, g, b );
                    sceneGraph.add( new THREE.AmbientLight( color, 1 ) );

                }

            }

        },

        setupMorphMaterials: function () {

            var self = this;
            sceneGraph.traverse( function ( child ) {

                if ( child.isMesh ) {

                    if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) {

                        if ( Array.isArray( child.material ) ) {

                            child.material.forEach( function ( material, i ) {

                                self.setupMorphMaterial( child, material, i );

                            } );

                        } else {

                            self.setupMorphMaterial( child, child.material );

                        }

                    }

                }

            } );

        },

        setupMorphMaterial: function ( child, material, index ) {

            var uuid = child.uuid;
            var matUuid = material.uuid;

            // if a geometry has morph targets, it cannot share the material with other geometries
            var sharedMat = false;

            sceneGraph.traverse( function ( node ) {

                if ( node.isMesh ) {

                    if ( Array.isArray( node.material ) ) {

                        node.material.forEach( function ( mat ) {

                            if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;

                        } );

                    } else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;

                }

            } );

            if ( sharedMat === true ) {

                var clonedMat = material.clone();
                clonedMat.morphTargets = true;

                if ( index === undefined ) child.material = clonedMat;
                else child.material[ index ] = clonedMat;

            } else material.morphTargets = true;

        }

    };

    // parse Geometry data from FBXTree and return map of BufferGeometries
    function GeometryParser() {}

    GeometryParser.prototype = {

        constructor: GeometryParser,

        // Parse nodes in FBXTree.Objects.Geometry
        parse: function ( deformers ) {

            var geometryMap = new Map();

            if ( 'Geometry' in fbxTree.Objects ) {

                var geoNodes = fbxTree.Objects.Geometry;

                for ( var nodeID in geoNodes ) {

                    var relationships = connections.get( parseInt( nodeID ) );
                    var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );

                    geometryMap.set( parseInt( nodeID ), geo );

                }

            }

            return geometryMap;

        },

        // Parse single node in FBXTree.Objects.Geometry
        parseGeometry: function ( relationships, geoNode, deformers ) {

            switch ( geoNode.attrType ) {

                case 'Mesh':
                    return this.parseMeshGeometry( relationships, geoNode, deformers );
                    break;

                case 'NurbsCurve':
                    return this.parseNurbsGeometry( geoNode );
                    break;

            }

        },

        // Parse single node mesh geometry in FBXTree.Objects.Geometry
        parseMeshGeometry: function ( relationships, geoNode, deformers ) {

            var skeletons = deformers.skeletons;
            var morphTargets = deformers.morphTargets;

            var modelNodes = relationships.parents.map( function ( parent ) {

                return fbxTree.Objects.Model[ parent.ID ];

            } );

            // don't create geometry if it is not associated with any models
            if ( modelNodes.length === 0 ) return;

            var skeleton = relationships.children.reduce( function ( skeleton, child ) {

                if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];

                return skeleton;

            }, null );

            var morphTarget = relationships.children.reduce( function ( morphTarget, child ) {

                if ( morphTargets[ child.ID ] !== undefined ) morphTarget = morphTargets[ child.ID ];

                return morphTarget;

            }, null );

            // Assume one model and get the preRotation from that
            // if there is more than one model associated with the geometry this may cause problems
            var modelNode = modelNodes[ 0 ];

            var transformData = {};

            if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
            if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );

            if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
            if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
            if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;

            var transform = generateTransform( transformData );

            return this.genGeometry( geoNode, skeleton, morphTarget, transform );

        },

        // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
        genGeometry: function ( geoNode, skeleton, morphTarget, preTransform ) {

            var geo = new THREE.BufferGeometry();
            if ( geoNode.attrName ) geo.name = geoNode.attrName;

            var geoInfo = this.parseGeoNode( geoNode, skeleton );
            var buffers = this.genBuffers( geoInfo );

            var positionAttribute = new THREE.Float32BufferAttribute( buffers.vertex, 3 );

            preTransform.applyToBufferAttribute( positionAttribute );

            geo.addAttribute( 'position', positionAttribute );

            if ( buffers.colors.length > 0 ) {

                geo.addAttribute( 'color', new THREE.Float32BufferAttribute( buffers.colors, 3 ) );

            }

            if ( skeleton ) {

                geo.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );

                geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffers.vertexWeights, 4 ) );

                // used later to bind the skeleton to the model
                geo.FBX_Deformer = skeleton;

            }

            if ( buffers.normal.length > 0 ) {

                var normalAttribute = new THREE.Float32BufferAttribute( buffers.normal, 3 );

                var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
                normalMatrix.applyToBufferAttribute( normalAttribute );

                geo.addAttribute( 'normal', normalAttribute );

            }

            buffers.uvs.forEach( function ( uvBuffer, i ) {

                // subsequent uv buffers are called 'uv1', 'uv2', ...
                var name = 'uv' + ( i + 1 ).toString();

                // the first uv buffer is just called 'uv'
                if ( i === 0 ) {

                    name = 'uv';

                }

                geo.addAttribute( name, new THREE.Float32BufferAttribute( buffers.uvs[ i ], 2 ) );

            } );

            if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

                // Convert the material indices of each vertex into rendering groups on the geometry.
                var prevMaterialIndex = buffers.materialIndex[ 0 ];
                var startIndex = 0;

                buffers.materialIndex.forEach( function ( currentIndex, i ) {

                    if ( currentIndex !== prevMaterialIndex ) {

                        geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );

                        prevMaterialIndex = currentIndex;
                        startIndex = i;

                    }

                } );

                // the loop above doesn't add the last group, do that here.
                if ( geo.groups.length > 0 ) {

                    var lastGroup = geo.groups[ geo.groups.length - 1 ];
                    var lastIndex = lastGroup.start + lastGroup.count;

                    if ( lastIndex !== buffers.materialIndex.length ) {

                        geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );

                    }

                }

                // case where there are multiple materials but the whole geometry is only
                // using one of them
                if ( geo.groups.length === 0 ) {

                    geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );

                }

            }

            this.addMorphTargets( geo, geoNode, morphTarget, preTransform );

            return geo;

        },

        parseGeoNode: function ( geoNode, skeleton ) {

            var geoInfo = {};

            geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
            geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];

            if ( geoNode.LayerElementColor ) {

                geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );

            }

            if ( geoNode.LayerElementMaterial ) {

                geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );

            }

            if ( geoNode.LayerElementNormal ) {

                geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );

            }

            if ( geoNode.LayerElementUV ) {

                geoInfo.uv = [];

                var i = 0;
                while ( geoNode.LayerElementUV[ i ] ) {

                    geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
                    i ++;

                }

            }

            geoInfo.weightTable = {};

            if ( skeleton !== null ) {

                geoInfo.skeleton = skeleton;

                skeleton.rawBones.forEach( function ( rawBone, i ) {

                    // loop over the bone's vertex indices and weights
                    rawBone.indices.forEach( function ( index, j ) {

                        if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];

                        geoInfo.weightTable[ index ].push( {

                            id: i,
                            weight: rawBone.weights[ j ],

                        } );

                    } );

                } );

            }

            return geoInfo;

        },

        genBuffers: function ( geoInfo ) {

            var buffers = {
                vertex: [],
                normal: [],
                colors: [],
                uvs: [],
                materialIndex: [],
                vertexWeights: [],
                weightsIndices: [],
            };

            var polygonIndex = 0;
            var faceLength = 0;
            var displayedWeightsWarning = false;

            // these will hold data for a single face
            var facePositionIndexes = [];
            var faceNormals = [];
            var faceColors = [];
            var faceUVs = [];
            var faceWeights = [];
            var faceWeightIndices = [];

            var self = this;
            geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {

                var endOfFace = false;

                // Face index and vertex index arrays are combined in a single array
                // A cube with quad faces looks like this:
                // PolygonVertexIndex: *24 {
                //  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
                //  }
                // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
                // to find index of last vertex bit shift the index: ^ - 1
                if ( vertexIndex < 0 ) {

                    vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
                    endOfFace = true;

                }

                var weightIndices = [];
                var weights = [];

                facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );

                if ( geoInfo.color ) {

                    var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );

                    faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );

                }

                if ( geoInfo.skeleton ) {

                    if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {

                        geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {

                            weights.push( wt.weight );
                            weightIndices.push( wt.id );

                        } );


                    }

                    if ( weights.length > 4 ) {

                        if ( ! displayedWeightsWarning ) {

                            console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
                            displayedWeightsWarning = true;

                        }

                        var wIndex = [ 0, 0, 0, 0 ];
                        var Weight = [ 0, 0, 0, 0 ];

                        weights.forEach( function ( weight, weightIndex ) {

                            var currentWeight = weight;
                            var currentIndex = weightIndices[ weightIndex ];

                            Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {

                                if ( currentWeight > comparedWeight ) {

                                    comparedWeightArray[ comparedWeightIndex ] = currentWeight;
                                    currentWeight = comparedWeight;

                                    var tmp = wIndex[ comparedWeightIndex ];
                                    wIndex[ comparedWeightIndex ] = currentIndex;
                                    currentIndex = tmp;

                                }

                            } );

                        } );

                        weightIndices = wIndex;
                        weights = Weight;

                    }

                    // if the weight array is shorter than 4 pad with 0s
                    while ( weights.length < 4 ) {

                        weights.push( 0 );
                        weightIndices.push( 0 );

                    }

                    for ( var i = 0; i < 4; ++ i ) {

                        faceWeights.push( weights[ i ] );
                        faceWeightIndices.push( weightIndices[ i ] );

                    }

                }

                if ( geoInfo.normal ) {

                    var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );

                    faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );

                }

                if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

                    var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];

                }

                if ( geoInfo.uv ) {

                    geoInfo.uv.forEach( function ( uv, i ) {

                        var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );

                        if ( faceUVs[ i ] === undefined ) {

                            faceUVs[ i ] = [];

                        }

                        faceUVs[ i ].push( data[ 0 ] );
                        faceUVs[ i ].push( data[ 1 ] );

                    } );

                }

                faceLength ++;

                if ( endOfFace ) {

                    self.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );

                    polygonIndex ++;
                    faceLength = 0;

                    // reset arrays for the next face
                    facePositionIndexes = [];
                    faceNormals = [];
                    faceColors = [];
                    faceUVs = [];
                    faceWeights = [];
                    faceWeightIndices = [];

                }

            } );

            return buffers;

        },

        // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
        genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {

            for ( var i = 2; i < faceLength; i ++ ) {

                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );

                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );

                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
                buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );

                if ( geoInfo.skeleton ) {

                    buffers.vertexWeights.push( faceWeights[ 0 ] );
                    buffers.vertexWeights.push( faceWeights[ 1 ] );
                    buffers.vertexWeights.push( faceWeights[ 2 ] );
                    buffers.vertexWeights.push( faceWeights[ 3 ] );

                    buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
                    buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
                    buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
                    buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );

                    buffers.vertexWeights.push( faceWeights[ i * 4 ] );
                    buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
                    buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
                    buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );

                    buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ 3 ] );

                    buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );

                    buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
                    buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );

                }

                if ( geoInfo.color ) {

                    buffers.colors.push( faceColors[ 0 ] );
                    buffers.colors.push( faceColors[ 1 ] );
                    buffers.colors.push( faceColors[ 2 ] );

                    buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
                    buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
                    buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );

                    buffers.colors.push( faceColors[ i * 3 ] );
                    buffers.colors.push( faceColors[ i * 3 + 1 ] );
                    buffers.colors.push( faceColors[ i * 3 + 2 ] );

                }

                if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {

                    buffers.materialIndex.push( materialIndex );
                    buffers.materialIndex.push( materialIndex );
                    buffers.materialIndex.push( materialIndex );

                }

                if ( geoInfo.normal ) {

                    buffers.normal.push( faceNormals[ 0 ] );
                    buffers.normal.push( faceNormals[ 1 ] );
                    buffers.normal.push( faceNormals[ 2 ] );

                    buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
                    buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
                    buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );

                    buffers.normal.push( faceNormals[ i * 3 ] );
                    buffers.normal.push( faceNormals[ i * 3 + 1 ] );
                    buffers.normal.push( faceNormals[ i * 3 + 2 ] );

                }

                if ( geoInfo.uv ) {

                    geoInfo.uv.forEach( function ( uv, j ) {

                        if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];

                        buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
                        buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );

                        buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
                        buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );

                        buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
                        buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );

                    } );

                }

            }

        },

        addMorphTargets: function ( parentGeo, parentGeoNode, morphTarget, preTransform ) {

            if ( morphTarget === null ) return;

            parentGeo.morphAttributes.position = [];
            // parentGeo.morphAttributes.normal = []; // not implemented

            var self = this;
            morphTarget.rawTargets.forEach( function ( rawTarget ) {

                var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];

                if ( morphGeoNode !== undefined ) {

                    self.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );

                }

            } );

        },

        // a morph geometry node is similar to a standard  node, and the node is also contained
        // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
        // and a special attribute Index defining which vertices of the original geometry are affected
        // Normal and position attributes only have data for the vertices that are affected by the morph
        genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {

            var morphGeo = new THREE.BufferGeometry();
            if ( morphGeoNode.attrName ) morphGeo.name = morphGeoNode.attrName;

            var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];

            // make a copy of the parent's vertex positions
            var vertexPositions = ( parentGeoNode.Vertices !== undefined ) ? parentGeoNode.Vertices.a.slice() : [];

            var morphPositions = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
            var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];

            for ( var i = 0; i < indices.length; i ++ ) {

                var morphIndex = indices[ i ] * 3;

                // FBX format uses blend shapes rather than morph targets. This can be converted
                // by additively combining the blend shape positions with the original geometry's positions
                vertexPositions[ morphIndex ] += morphPositions[ i * 3 ];
                vertexPositions[ morphIndex + 1 ] += morphPositions[ i * 3 + 1 ];
                vertexPositions[ morphIndex + 2 ] += morphPositions[ i * 3 + 2 ];

            }

            // TODO: add morph normal support
            var morphGeoInfo = {
                vertexIndices: vertexIndices,
                vertexPositions: vertexPositions,
            };

            var morphBuffers = this.genBuffers( morphGeoInfo );

            var positionAttribute = new THREE.Float32BufferAttribute( morphBuffers.vertex, 3 );
            positionAttribute.name = name || morphGeoNode.attrName;

            preTransform.applyToBufferAttribute( positionAttribute );

            parentGeo.morphAttributes.position.push( positionAttribute );

        },

        // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
        parseNormals: function ( NormalNode ) {

            var mappingType = NormalNode.MappingInformationType;
            var referenceType = NormalNode.ReferenceInformationType;
            var buffer = NormalNode.Normals.a;
            var indexBuffer = [];
            if ( referenceType === 'IndexToDirect' ) {

                if ( 'NormalIndex' in NormalNode ) {

                    indexBuffer = NormalNode.NormalIndex.a;

                } else if ( 'NormalsIndex' in NormalNode ) {

                    indexBuffer = NormalNode.NormalsIndex.a;

                }

            }

            return {
                dataSize: 3,
                buffer: buffer,
                indices: indexBuffer,
                mappingType: mappingType,
                referenceType: referenceType
            };

        },

        // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
        parseUVs: function ( UVNode ) {

            var mappingType = UVNode.MappingInformationType;
            var referenceType = UVNode.ReferenceInformationType;
            var buffer = UVNode.UV.a;
            var indexBuffer = [];
            if ( referenceType === 'IndexToDirect' ) {

                indexBuffer = UVNode.UVIndex.a;

            }

            return {
                dataSize: 2,
                buffer: buffer,
                indices: indexBuffer,
                mappingType: mappingType,
                referenceType: referenceType
            };

        },

        // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
        parseVertexColors: function ( ColorNode ) {

            var mappingType = ColorNode.MappingInformationType;
            var referenceType = ColorNode.ReferenceInformationType;
            var buffer = ColorNode.Colors.a;
            var indexBuffer = [];
            if ( referenceType === 'IndexToDirect' ) {

                indexBuffer = ColorNode.ColorIndex.a;

            }

            return {
                dataSize: 4,
                buffer: buffer,
                indices: indexBuffer,
                mappingType: mappingType,
                referenceType: referenceType
            };

        },

        // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
        parseMaterialIndices: function ( MaterialNode ) {

            var mappingType = MaterialNode.MappingInformationType;
            var referenceType = MaterialNode.ReferenceInformationType;

            if ( mappingType === 'NoMappingInformation' ) {

                return {
                    dataSize: 1,
                    buffer: [ 0 ],
                    indices: [ 0 ],
                    mappingType: 'AllSame',
                    referenceType: referenceType
                };

            }

            var materialIndexBuffer = MaterialNode.Materials.a;

            // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
            // we expect.So we create an intermediate buffer that points to the index in the buffer,
            // for conforming with the other functions we've written for other data.
            var materialIndices = [];

            for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {

                materialIndices.push( i );

            }

            return {
                dataSize: 1,
                buffer: materialIndexBuffer,
                indices: materialIndices,
                mappingType: mappingType,
                referenceType: referenceType
            };

        },

        // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
        parseNurbsGeometry: function ( geoNode ) {

            if ( THREE.NURBSCurve === undefined ) {

                console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
                return new THREE.BufferGeometry();

            }

            var order = parseInt( geoNode.Order );

            if ( isNaN( order ) ) {

                console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
                return new THREE.BufferGeometry();

            }

            var degree = order - 1;

            var knots = geoNode.KnotVector.a;
            var controlPoints = [];
            var pointsValues = geoNode.Points.a;

            for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {

                controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );

            }

            var startKnot, endKnot;

            if ( geoNode.Form === 'Closed' ) {

                controlPoints.push( controlPoints[ 0 ] );

            } else if ( geoNode.Form === 'Periodic' ) {

                startKnot = degree;
                endKnot = knots.length - 1 - startKnot;

                for ( var i = 0; i < degree; ++ i ) {

                    controlPoints.push( controlPoints[ i ] );

                }

            }

            var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
            var vertices = curve.getPoints( controlPoints.length * 7 );

            var positions = new Float32Array( vertices.length * 3 );

            vertices.forEach( function ( vertex, i ) {

                vertex.toArray( positions, i * 3 );

            } );

            var geometry = new THREE.BufferGeometry();
            geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );

            return geometry;

        },

    };

    // parse animation data from FBXTree
    function AnimationParser() {}

    AnimationParser.prototype = {

        constructor: AnimationParser,

        // take raw animation clips and turn them into three.js animation clips
        parse: function () {

            var animationClips = [];

            var rawClips = this.parseClips();

            if ( rawClips !== undefined ) {

                for ( var key in rawClips ) {

                    var rawClip = rawClips[ key ];

                    var clip = this.addClip( rawClip );

                    animationClips.push( clip );

                }

            }

            return animationClips;

        },

        parseClips: function () {

            // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
            // if this is undefined we can safely assume there are no animations
            if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;

            var curveNodesMap = this.parseAnimationCurveNodes();

            this.parseAnimationCurves( curveNodesMap );

            var layersMap = this.parseAnimationLayers( curveNodesMap );
            var rawClips = this.parseAnimStacks( layersMap );

            return rawClips;

        },

        // parse nodes in FBXTree.Objects.AnimationCurveNode
        // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
        // and is referenced by an AnimationLayer
        parseAnimationCurveNodes: function () {

            var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;

            var curveNodesMap = new Map();

            for ( var nodeID in rawCurveNodes ) {

                var rawCurveNode = rawCurveNodes[ nodeID ];

                if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {

                    var curveNode = {

                        id: rawCurveNode.id,
                        attr: rawCurveNode.attrName,
                        curves: {},

                    };

                    curveNodesMap.set( curveNode.id, curveNode );

                }

            }

            return curveNodesMap;

        },

        // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
        // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
        // axis ( e.g. times and values of x rotation)
        parseAnimationCurves: function ( curveNodesMap ) {

            var rawCurves = fbxTree.Objects.AnimationCurve;

            // TODO: Many values are identical up to roundoff error, but won't be optimised
            // e.g. position times: [0, 0.4, 0. 8]
            // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
            // clearly, this should be optimised to
            // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
            // this shows up in nearly every FBX file, and generally time array is length > 100

            for ( var nodeID in rawCurves ) {

                var animationCurve = {

                    id: rawCurves[ nodeID ].id,
                    times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
                    values: rawCurves[ nodeID ].KeyValueFloat.a,

                };

                var relationships = connections.get( animationCurve.id );

                if ( relationships !== undefined ) {

                    var animationCurveID = relationships.parents[ 0 ].ID;
                    var animationCurveRelationship = relationships.parents[ 0 ].relationship;

                    if ( animationCurveRelationship.match( /X/ ) ) {

                        curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;

                    } else if ( animationCurveRelationship.match( /Y/ ) ) {

                        curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;

                    } else if ( animationCurveRelationship.match( /Z/ ) ) {

                        curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;

                    } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {

                        curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;

                    }

                }

            }

        },

        // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
        // to various AnimationCurveNodes and is referenced by an AnimationStack node
        // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
        parseAnimationLayers: function ( curveNodesMap ) {

            var rawLayers = fbxTree.Objects.AnimationLayer;

            var layersMap = new Map();

            for ( var nodeID in rawLayers ) {

                var layerCurveNodes = [];

                var connection = connections.get( parseInt( nodeID ) );

                if ( connection !== undefined ) {

                    // all the animationCurveNodes used in the layer
                    var children = connection.children;

                    children.forEach( function ( child, i ) {

                        if ( curveNodesMap.has( child.ID ) ) {

                            var curveNode = curveNodesMap.get( child.ID );

                            // check that the curves are defined for at least one axis, otherwise ignore the curveNode
                            if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {

                                if ( layerCurveNodes[ i ] === undefined ) {

                                    var modelID = connections.get( child.ID ).parents.filter( function ( parent ) {

                                        return parent.relationship !== undefined;

                                    } )[ 0 ].ID;

                                    if ( modelID !== undefined ) {

                                        var rawModel = fbxTree.Objects.Model[ modelID.toString() ];

                                        var node = {

                                            modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
                                            ID: rawModel.id,
                                            initialPosition: [ 0, 0, 0 ],
                                            initialRotation: [ 0, 0, 0 ],
                                            initialScale: [ 1, 1, 1 ],

                                        };

                                        sceneGraph.traverse( function ( child ) {

                                            if ( child.ID === rawModel.id ) {

                                                node.transform = child.matrix;

                                                if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;

                                            }

                                        } );

                                        if ( ! node.transform ) node.transform = new THREE.Matrix4();

                                        // if the animated model is pre rotated, we'll have to apply the pre rotations to every
                                        // animation value as well
                                        if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
                                        if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;

                                        layerCurveNodes[ i ] = node;

                                    }

                                }

                                if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;

                            } else if ( curveNode.curves.morph !== undefined ) {

                                if ( layerCurveNodes[ i ] === undefined ) {

                                    var deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {

                                        return parent.relationship !== undefined;

                                    } )[ 0 ].ID;

                                    var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
                                    var geoID = connections.get( morpherID ).parents[ 0 ].ID;

                                    // assuming geometry is not used in more than one model
                                    var modelID = connections.get( geoID ).parents[ 0 ].ID;

                                    var rawModel = fbxTree.Objects.Model[ modelID ];

                                    var node = {

                                        modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
                                        morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,

                                    };

                                    layerCurveNodes[ i ] = node;

                                }

                                layerCurveNodes[ i ][ curveNode.attr ] = curveNode;

                            }

                        }

                    } );

                    layersMap.set( parseInt( nodeID ), layerCurveNodes );

                }

            }

            return layersMap;

        },

        // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
        // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
        parseAnimStacks: function ( layersMap ) {

            var rawStacks = fbxTree.Objects.AnimationStack;

            // connect the stacks (clips) up to the layers
            var rawClips = {};

            for ( var nodeID in rawStacks ) {

                var children = connections.get( parseInt( nodeID ) ).children;

                if ( children.length > 1 ) {

                    // it seems like stacks will always be associated with a single layer. But just in case there are files
                    // where there are multiple layers per stack, we'll display a warning
                    console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );

                }

                var layer = layersMap.get( children[ 0 ].ID );

                rawClips[ nodeID ] = {

                    name: rawStacks[ nodeID ].attrName,
                    layer: layer,

                };

            }

            return rawClips;

        },

        addClip: function ( rawClip ) {

            var tracks = [];

            var self = this;
            rawClip.layer.forEach( function ( rawTracks ) {

                tracks = tracks.concat( self.generateTracks( rawTracks ) );

            } );

            return new THREE.AnimationClip( rawClip.name, - 1, tracks );

        },

        generateTracks: function ( rawTracks ) {

            var tracks = [];

            var initialPosition = new THREE.Vector3();
            var initialRotation = new THREE.Quaternion();
            var initialScale = new THREE.Vector3();

            if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );

            initialPosition = initialPosition.toArray();
            initialRotation = new THREE.Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
            initialScale = initialScale.toArray();

            if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {

                var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
                if ( positionTrack !== undefined ) tracks.push( positionTrack );

            }

            if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {

                var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
                if ( rotationTrack !== undefined ) tracks.push( rotationTrack );

            }

            if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {

                var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
                if ( scaleTrack !== undefined ) tracks.push( scaleTrack );

            }

            if ( rawTracks.DeformPercent !== undefined ) {

                var morphTrack = this.generateMorphTrack( rawTracks );
                if ( morphTrack !== undefined ) tracks.push( morphTrack );

            }

            return tracks;

        },

        generateVectorTrack: function ( modelName, curves, initialValue, type ) {

            var times = this.getTimesForAllAxes( curves );
            var values = this.getKeyframeTrackValues( times, curves, initialValue );

            return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );

        },

        generateRotationTrack: function ( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {

            if ( curves.x !== undefined ) {

                this.interpolateRotations( curves.x );
                curves.x.values = curves.x.values.map( THREE.Math.degToRad );

            }
            if ( curves.y !== undefined ) {

                this.interpolateRotations( curves.y );
                curves.y.values = curves.y.values.map( THREE.Math.degToRad );

            }
            if ( curves.z !== undefined ) {

                this.interpolateRotations( curves.z );
                curves.z.values = curves.z.values.map( THREE.Math.degToRad );

            }

            var times = this.getTimesForAllAxes( curves );
            var values = this.getKeyframeTrackValues( times, curves, initialValue );

            if ( preRotation !== undefined ) {

                preRotation = preRotation.map( THREE.Math.degToRad );
                preRotation.push( eulerOrder );

                preRotation = new THREE.Euler().fromArray( preRotation );
                preRotation = new THREE.Quaternion().setFromEuler( preRotation );

            }

            if ( postRotation !== undefined ) {

                postRotation = postRotation.map( THREE.Math.degToRad );
                postRotation.push( eulerOrder );

                postRotation = new THREE.Euler().fromArray( postRotation );
                postRotation = new THREE.Quaternion().setFromEuler( postRotation ).inverse();

            }

            var quaternion = new THREE.Quaternion();
            var euler = new THREE.Euler();

            var quaternionValues = [];

            for ( var i = 0; i < values.length; i += 3 ) {

                euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );

                quaternion.setFromEuler( euler );

                if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
                if ( postRotation !== undefined ) quaternion.multiply( postRotation );

                quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );

            }

            return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );

        },

        generateMorphTrack: function ( rawTracks ) {

            var curves = rawTracks.DeformPercent.curves.morph;
            var values = curves.values.map( function ( val ) {

                return val / 100;

            } );

            var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];

            return new THREE.NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );

        },

        // For all animated objects, times are defined separately for each axis
        // Here we'll combine the times into one sorted array without duplicates
        getTimesForAllAxes: function ( curves ) {

            var times = [];

            // first join together the times for each axis, if defined
            if ( curves.x !== undefined ) times = times.concat( curves.x.times );
            if ( curves.y !== undefined ) times = times.concat( curves.y.times );
            if ( curves.z !== undefined ) times = times.concat( curves.z.times );

            // then sort them and remove duplicates
            times = times.sort( function ( a, b ) {

                return a - b;

            } ).filter( function ( elem, index, array ) {

                return array.indexOf( elem ) == index;

            } );

            return times;

        },

        getKeyframeTrackValues: function ( times, curves, initialValue ) {

            var prevValue = initialValue;

            var values = [];

            var xIndex = - 1;
            var yIndex = - 1;
            var zIndex = - 1;

            times.forEach( function ( time ) {

                if ( curves.x ) xIndex = curves.x.times.indexOf( time );
                if ( curves.y ) yIndex = curves.y.times.indexOf( time );
                if ( curves.z ) zIndex = curves.z.times.indexOf( time );

                // if there is an x value defined for this frame, use that
                if ( xIndex !== - 1 ) {

                    var xValue = curves.x.values[ xIndex ];
                    values.push( xValue );
                    prevValue[ 0 ] = xValue;

                } else {

                    // otherwise use the x value from the previous frame
                    values.push( prevValue[ 0 ] );

                }

                if ( yIndex !== - 1 ) {

                    var yValue = curves.y.values[ yIndex ];
                    values.push( yValue );
                    prevValue[ 1 ] = yValue;

                } else {

                    values.push( prevValue[ 1 ] );

                }

                if ( zIndex !== - 1 ) {

                    var zValue = curves.z.values[ zIndex ];
                    values.push( zValue );
                    prevValue[ 2 ] = zValue;

                } else {

                    values.push( prevValue[ 2 ] );

                }

            } );

            return values;

        },

        // Rotations are defined as Euler angles which can have values  of any size
        // These will be converted to quaternions which don't support values greater than
        // PI, so we'll interpolate large rotations
        interpolateRotations: function ( curve ) {

            for ( var i = 1; i < curve.values.length; i ++ ) {

                var initialValue = curve.values[ i - 1 ];
                var valuesSpan = curve.values[ i ] - initialValue;

                var absoluteSpan = Math.abs( valuesSpan );

                if ( absoluteSpan >= 180 ) {

                    var numSubIntervals = absoluteSpan / 180;

                    var step = valuesSpan / numSubIntervals;
                    var nextValue = initialValue + step;

                    var initialTime = curve.times[ i - 1 ];
                    var timeSpan = curve.times[ i ] - initialTime;
                    var interval = timeSpan / numSubIntervals;
                    var nextTime = initialTime + interval;

                    var interpolatedTimes = [];
                    var interpolatedValues = [];

                    while ( nextTime < curve.times[ i ] ) {

                        interpolatedTimes.push( nextTime );
                        nextTime += interval;

                        interpolatedValues.push( nextValue );
                        nextValue += step;

                    }

                    curve.times = inject( curve.times, i, interpolatedTimes );
                    curve.values = inject( curve.values, i, interpolatedValues );

                }

            }

        },

    };

    // parse an FBX file in ASCII format
    function TextParser() {}

    TextParser.prototype = {

        constructor: TextParser,

        getPrevNode: function () {

            return this.nodeStack[ this.currentIndent - 2 ];

        },

        getCurrentNode: function () {

            return this.nodeStack[ this.currentIndent - 1 ];

        },

        getCurrentProp: function () {

            return this.currentProp;

        },

        pushStack: function ( node ) {

            this.nodeStack.push( node );
            this.currentIndent += 1;

        },

        popStack: function () {

            this.nodeStack.pop();
            this.currentIndent -= 1;

        },

        setCurrentProp: function ( val, name ) {

            this.currentProp = val;
            this.currentPropName = name;

        },

        parse: function ( text ) {

            this.currentIndent = 0;

            this.allNodes = new FBXTree();
            this.nodeStack = [];
            this.currentProp = [];
            this.currentPropName = '';

            var self = this;

            var split = text.split( /[\r\n]+/ );

            split.forEach( function ( line, i ) {

                var matchComment = line.match( /^[\s\t]*;/ );
                var matchEmpty = line.match( /^[\s\t]*$/ );

                if ( matchComment || matchEmpty ) return;

                var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
                var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
                var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );

                if ( matchBeginning ) {

                    self.parseNodeBegin( line, matchBeginning );

                } else if ( matchProperty ) {

                    self.parseNodeProperty( line, matchProperty, split[ ++ i ] );

                } else if ( matchEnd ) {

                    self.popStack();

                } else if ( line.match( /^[^\s\t}]/ ) ) {

                    // large arrays are split over multiple lines terminated with a ',' character
                    // if this is encountered the line needs to be joined to the previous line
                    self.parseNodePropertyContinued( line );

                }

            } );

            return this.allNodes;

        },

        parseNodeBegin: function ( line, property ) {

            var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );

            var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {

                return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );

            } );

            var node = { name: nodeName };
            var attrs = this.parseNodeAttr( nodeAttrs );

            var currentNode = this.getCurrentNode();

            // a top node
            if ( this.currentIndent === 0 ) {

                this.allNodes.add( nodeName, node );

            } else { // a subnode

                // if the subnode already exists, append it
                if ( nodeName in currentNode ) {

                    // special case Pose needs PoseNodes as an array
                    if ( nodeName === 'PoseNode' ) {

                        currentNode.PoseNode.push( node );

                    } else if ( currentNode[ nodeName ].id !== undefined ) {

                        currentNode[ nodeName ] = {};
                        currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];

                    }

                    if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;

                } else if ( typeof attrs.id === 'number' ) {

                    currentNode[ nodeName ] = {};
                    currentNode[ nodeName ][ attrs.id ] = node;

                } else if ( nodeName !== 'Properties70' ) {

                    if ( nodeName === 'PoseNode' )	currentNode[ nodeName ] = [ node ];
                    else currentNode[ nodeName ] = node;

                }

            }

            if ( typeof attrs.id === 'number' ) node.id = attrs.id;
            if ( attrs.name !== '' ) node.attrName = attrs.name;
            if ( attrs.type !== '' ) node.attrType = attrs.type;

            this.pushStack( node );

        },

        parseNodeAttr: function ( attrs ) {

            var id = attrs[ 0 ];

            if ( attrs[ 0 ] !== '' ) {

                id = parseInt( attrs[ 0 ] );

                if ( isNaN( id ) ) {

                    id = attrs[ 0 ];

                }

            }

            var name = '', type = '';

            if ( attrs.length > 1 ) {

                name = attrs[ 1 ].replace( /^(\w+)::/, '' );
                type = attrs[ 2 ];

            }

            return { id: id, name: name, type: type };

        },

        parseNodeProperty: function ( line, property, contentLine ) {

            var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
            var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();

            // for special case: base64 image data follows "Content: ," line
            //	Content: ,
            //	 "/9j/4RDaRXhpZgAATU0A..."
            if ( propName === 'Content' && propValue === ',' ) {

                propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();

            }

            var currentNode = this.getCurrentNode();
            var parentName = currentNode.name;

            if ( parentName === 'Properties70' ) {

                this.parseNodeSpecialProperty( line, propName, propValue );
                return;

            }

            // Connections
            if ( propName === 'C' ) {

                var connProps = propValue.split( ',' ).slice( 1 );
                var from = parseInt( connProps[ 0 ] );
                var to = parseInt( connProps[ 1 ] );

                var rest = propValue.split( ',' ).slice( 3 );

                rest = rest.map( function ( elem ) {

                    return elem.trim().replace( /^"/, '' );

                } );

                propName = 'connections';
                propValue = [ from, to ];
                append( propValue, rest );

                if ( currentNode[ propName ] === undefined ) {

                    currentNode[ propName ] = [];

                }

            }

            // Node
            if ( propName === 'Node' ) currentNode.id = propValue;

            // connections
            if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {

                currentNode[ propName ].push( propValue );

            } else {

                if ( propName !== 'a' ) currentNode[ propName ] = propValue;
                else currentNode.a = propValue;

            }

            this.setCurrentProp( currentNode, propName );

            // convert string to array, unless it ends in ',' in which case more will be added to it
            if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {

                currentNode.a = parseNumberArray( propValue );

            }

        },

        parseNodePropertyContinued: function ( line ) {

            var currentNode = this.getCurrentNode();

            currentNode.a += line;

            // if the line doesn't end in ',' we have reached the end of the property value
            // so convert the string to an array
            if ( line.slice( - 1 ) !== ',' ) {

                currentNode.a = parseNumberArray( currentNode.a );

            }

        },

        // parse "Property70"
        parseNodeSpecialProperty: function ( line, propName, propValue ) {

            // split this
            // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
            // into array like below
            // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
            var props = propValue.split( '",' ).map( function ( prop ) {

                return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );

            } );

            var innerPropName = props[ 0 ];
            var innerPropType1 = props[ 1 ];
            var innerPropType2 = props[ 2 ];
            var innerPropFlag = props[ 3 ];
            var innerPropValue = props[ 4 ];

            // cast values where needed, otherwise leave as strings
            switch ( innerPropType1 ) {

                case 'int':
                case 'enum':
                case 'bool':
                case 'ULongLong':
                case 'double':
                case 'Number':
                case 'FieldOfView':
                    innerPropValue = parseFloat( innerPropValue );
                    break;

                case 'Color':
                case 'ColorRGB':
                case 'Vector3D':
                case 'Lcl_Translation':
                case 'Lcl_Rotation':
                case 'Lcl_Scaling':
                    innerPropValue = parseNumberArray( innerPropValue );
                    break;

            }

            // CAUTION: these props must append to parent's parent
            this.getPrevNode()[ innerPropName ] = {

                'type': innerPropType1,
                'type2': innerPropType2,
                'flag': innerPropFlag,
                'value': innerPropValue

            };

            this.setCurrentProp( this.getPrevNode(), innerPropName );

        },

    };

    // Parse an FBX file in Binary format
    function BinaryParser() {}

    BinaryParser.prototype = {

        constructor: BinaryParser,

        parse: function ( buffer ) {

            var reader = new BinaryReader( buffer );
            reader.skip( 23 ); // skip magic 23 bytes

            var version = reader.getUint32();

            console.log( 'THREE.FBXLoader: FBX binary version: ' + version );

            var allNodes = new FBXTree();

            while ( ! this.endOfContent( reader ) ) {

                var node = this.parseNode( reader, version );
                if ( node !== null ) allNodes.add( node.name, node );

            }

            return allNodes;

        },

        // Check if reader has reached the end of content.
        endOfContent: function ( reader ) {

            // footer size: 160bytes + 16-byte alignment padding
            // - 16bytes: magic
            // - padding til 16-byte alignment (at least 1byte?)
            //	(seems like some exporters embed fixed 15 or 16bytes?)
            // - 4bytes: magic
            // - 4bytes: version
            // - 120bytes: zero
            // - 16bytes: magic
            if ( reader.size() % 16 === 0 ) {

                return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();

            } else {

                return reader.getOffset() + 160 + 16 >= reader.size();

            }

        },

        // recursively parse nodes until the end of the file is reached
        parseNode: function ( reader, version ) {

            var node = {};

            // The first three data sizes depends on version.
            var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
            var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();

            // note: do not remove this even if you get a linter warning as it moves the buffer forward
            var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();

            var nameLen = reader.getUint8();
            var name = reader.getString( nameLen );

            // Regards this node as NULL-record if endOffset is zero
            if ( endOffset === 0 ) return null;

            var propertyList = [];

            for ( var i = 0; i < numProperties; i ++ ) {

                propertyList.push( this.parseProperty( reader ) );

            }

            // Regards the first three elements in propertyList as id, attrName, and attrType
            var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
            var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
            var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';

            // check if this node represents just a single property
            // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
            node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;

            while ( endOffset > reader.getOffset() ) {

                var subNode = this.parseNode( reader, version );

                if ( subNode !== null ) this.parseSubNode( name, node, subNode );

            }

            node.propertyList = propertyList; // raw property list used by parent

            if ( typeof id === 'number' ) node.id = id;
            if ( attrName !== '' ) node.attrName = attrName;
            if ( attrType !== '' ) node.attrType = attrType;
            if ( name !== '' ) node.name = name;

            return node;

        },

        parseSubNode: function ( name, node, subNode ) {

            // special case: child node is single property
            if ( subNode.singleProperty === true ) {

                var value = subNode.propertyList[ 0 ];

                if ( Array.isArray( value ) ) {

                    node[ subNode.name ] = subNode;

                    subNode.a = value;

                } else {

                    node[ subNode.name ] = value;

                }

            } else if ( name === 'Connections' && subNode.name === 'C' ) {

                var array = [];

                subNode.propertyList.forEach( function ( property, i ) {

                    // first Connection is FBX type (OO, OP, etc.). We'll discard these
                    if ( i !== 0 ) array.push( property );

                } );

                if ( node.connections === undefined ) {

                    node.connections = [];

                }

                node.connections.push( array );

            } else if ( subNode.name === 'Properties70' ) {

                var keys = Object.keys( subNode );

                keys.forEach( function ( key ) {

                    node[ key ] = subNode[ key ];

                } );

            } else if ( name === 'Properties70' && subNode.name === 'P' ) {

                var innerPropName = subNode.propertyList[ 0 ];
                var innerPropType1 = subNode.propertyList[ 1 ];
                var innerPropType2 = subNode.propertyList[ 2 ];
                var innerPropFlag = subNode.propertyList[ 3 ];
                var innerPropValue;

                if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
                if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );

                if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {

                    innerPropValue = [
                        subNode.propertyList[ 4 ],
                        subNode.propertyList[ 5 ],
                        subNode.propertyList[ 6 ]
                    ];

                } else {

                    innerPropValue = subNode.propertyList[ 4 ];

                }

                // this will be copied to parent, see above
                node[ innerPropName ] = {

                    'type': innerPropType1,
                    'type2': innerPropType2,
                    'flag': innerPropFlag,
                    'value': innerPropValue

                };

            } else if ( node[ subNode.name ] === undefined ) {

                if ( typeof subNode.id === 'number' ) {

                    node[ subNode.name ] = {};
                    node[ subNode.name ][ subNode.id ] = subNode;

                } else {

                    node[ subNode.name ] = subNode;

                }

            } else {

                if ( subNode.name === 'PoseNode' ) {

                    if ( ! Array.isArray( node[ subNode.name ] ) ) {

                        node[ subNode.name ] = [ node[ subNode.name ] ];

                    }

                    node[ subNode.name ].push( subNode );

                } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {

                    node[ subNode.name ][ subNode.id ] = subNode;

                }

            }

        },

        parseProperty: function ( reader ) {

            var type = reader.getString( 1 );

            switch ( type ) {

                case 'C':
                    return reader.getBoolean();

                case 'D':
                    return reader.getFloat64();

                case 'F':
                    return reader.getFloat32();

                case 'I':
                    return reader.getInt32();

                case 'L':
                    return reader.getInt64();

                case 'R':
                    var length = reader.getUint32();
                    return reader.getArrayBuffer( length );

                case 'S':
                    var length = reader.getUint32();
                    return reader.getString( length );

                case 'Y':
                    return reader.getInt16();

                case 'b':
                case 'c':
                case 'd':
                case 'f':
                case 'i':
                case 'l':

                    var arrayLength = reader.getUint32();
                    var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
                    var compressedLength = reader.getUint32();

                    if ( encoding === 0 ) {

                        switch ( type ) {

                            case 'b':
                            case 'c':
                                return reader.getBooleanArray( arrayLength );

                            case 'd':
                                return reader.getFloat64Array( arrayLength );

                            case 'f':
                                return reader.getFloat32Array( arrayLength );

                            case 'i':
                                return reader.getInt32Array( arrayLength );

                            case 'l':
                                return reader.getInt64Array( arrayLength );

                        }

                    }

                    if ( typeof Zlib === 'undefined' ) {

                        console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );

                    }

                    var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
                    var reader2 = new BinaryReader( inflate.decompress().buffer );

                    switch ( type ) {

                        case 'b':
                        case 'c':
                            return reader2.getBooleanArray( arrayLength );

                        case 'd':
                            return reader2.getFloat64Array( arrayLength );

                        case 'f':
                            return reader2.getFloat32Array( arrayLength );

                        case 'i':
                            return reader2.getInt32Array( arrayLength );

                        case 'l':
                            return reader2.getInt64Array( arrayLength );

                    }

                default:
                    throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );

            }

        }

    };

    function BinaryReader( buffer, littleEndian ) {

        this.dv = new DataView( buffer );
        this.offset = 0;
        this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;

    }

    BinaryReader.prototype = {

        constructor: BinaryReader,

        getOffset: function () {

            return this.offset;

        },

        size: function () {

            return this.dv.buffer.byteLength;

        },

        skip: function ( length ) {

            this.offset += length;

        },

        // seems like true/false representation depends on exporter.
        // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
        // then sees LSB.
        getBoolean: function () {

            return ( this.getUint8() & 1 ) === 1;

        },

        getBooleanArray: function ( size ) {

            var a = [];

            for ( var i = 0; i < size; i ++ ) {

                a.push( this.getBoolean() );

            }

            return a;

        },

        getUint8: function () {

            var value = this.dv.getUint8( this.offset );
            this.offset += 1;
            return value;

        },

        getInt16: function () {

            var value = this.dv.getInt16( this.offset, this.littleEndian );
            this.offset += 2;
            return value;

        },

        getInt32: function () {

            var value = this.dv.getInt32( this.offset, this.littleEndian );
            this.offset += 4;
            return value;

        },

        getInt32Array: function ( size ) {

            var a = [];

            for ( var i = 0; i < size; i ++ ) {

                a.push( this.getInt32() );

            }

            return a;

        },

        getUint32: function () {

            var value = this.dv.getUint32( this.offset, this.littleEndian );
            this.offset += 4;
            return value;

        },

        // JavaScript doesn't support 64-bit integer so calculate this here
        // 1 << 32 will return 1 so using multiply operation instead here.
        // There's a possibility that this method returns wrong value if the value
        // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
        // TODO: safely handle 64-bit integer
        getInt64: function () {

            var low, high;

            if ( this.littleEndian ) {

                low = this.getUint32();
                high = this.getUint32();

            } else {

                high = this.getUint32();
                low = this.getUint32();

            }

            // calculate negative value
            if ( high & 0x80000000 ) {

                high = ~ high & 0xFFFFFFFF;
                low = ~ low & 0xFFFFFFFF;

                if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;

                low = ( low + 1 ) & 0xFFFFFFFF;

                return - ( high * 0x100000000 + low );

            }

            return high * 0x100000000 + low;

        },

        getInt64Array: function ( size ) {

            var a = [];

            for ( var i = 0; i < size; i ++ ) {

                a.push( this.getInt64() );

            }

            return a;

        },

        // Note: see getInt64() comment
        getUint64: function () {

            var low, high;

            if ( this.littleEndian ) {

                low = this.getUint32();
                high = this.getUint32();

            } else {

                high = this.getUint32();
                low = this.getUint32();

            }

            return high * 0x100000000 + low;

        },

        getFloat32: function () {

            var value = this.dv.getFloat32( this.offset, this.littleEndian );
            this.offset += 4;
            return value;

        },

        getFloat32Array: function ( size ) {

            var a = [];

            for ( var i = 0; i < size; i ++ ) {

                a.push( this.getFloat32() );

            }

            return a;

        },

        getFloat64: function () {

            var value = this.dv.getFloat64( this.offset, this.littleEndian );
            this.offset += 8;
            return value;

        },

        getFloat64Array: function ( size ) {

            var a = [];

            for ( var i = 0; i < size; i ++ ) {

                a.push( this.getFloat64() );

            }

            return a;

        },

        getArrayBuffer: function ( size ) {

            var value = this.dv.buffer.slice( this.offset, this.offset + size );
            this.offset += size;
            return value;

        },

        getString: function ( size ) {

            // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
            var a = [];

            for ( var i = 0; i < size; i ++ ) {

                a[ i ] = this.getUint8();

            }

            var nullByte = a.indexOf( 0 );
            if ( nullByte >= 0 ) a = a.slice( 0, nullByte );

            return THREE.LoaderUtils.decodeText( new Uint8Array( a ) );

        }

    };

    // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
    // and BinaryParser( FBX Binary format)
    function FBXTree() {}

    FBXTree.prototype = {

        constructor: FBXTree,

        add: function ( key, val ) {

            this[ key ] = val;

        },

    };

    // ************** UTILITY FUNCTIONS **************

    function isFbxFormatBinary( buffer ) {

        var CORRECT = 'Kaydara FBX Binary  \0';

        return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );

    }

    function isFbxFormatASCII( text ) {

        var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];

        var cursor = 0;

        function read( offset ) {

            var result = text[ offset - 1 ];
            text = text.slice( cursor + offset );
            cursor ++;
            return result;

        }

        for ( var i = 0; i < CORRECT.length; ++ i ) {

            var num = read( 1 );
            if ( num === CORRECT[ i ] ) {

                return false;

            }

        }

        return true;

    }

    function getFbxVersion( text ) {

        var versionRegExp = /FBXVersion: (\d+)/;
        var match = text.match( versionRegExp );
        if ( match ) {

            var version = parseInt( match[ 1 ] );
            return version;

        }
        throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );

    }

    // Converts FBX ticks into real time seconds.
    function convertFBXTimeToSeconds( time ) {

        return time / 46186158000;

    }

    var dataArray = [];

    // extracts the data from the correct position in the FBX array based on indexing type
    function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {

        var index;

        switch ( infoObject.mappingType ) {

            case 'ByPolygonVertex' :
                index = polygonVertexIndex;
                break;
            case 'ByPolygon' :
                index = polygonIndex;
                break;
            case 'ByVertice' :
                index = vertexIndex;
                break;
            case 'AllSame' :
                index = infoObject.indices[ 0 ];
                break;
            default :
                console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );

        }

        if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];

        var from = index * infoObject.dataSize;
        var to = from + infoObject.dataSize;

        return slice( dataArray, infoObject.buffer, from, to );

    }

    var tempEuler = new THREE.Euler();
    var tempVec = new THREE.Vector3();

    // generate transformation from FBX transform data
    // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
    // ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e
    function generateTransform( transformData ) {

        var lTranslationM = new THREE.Matrix4();
        var lPreRotationM = new THREE.Matrix4();
        var lRotationM = new THREE.Matrix4();
        var lPostRotationM = new THREE.Matrix4();

        var lScalingM = new THREE.Matrix4();
        var lScalingPivotM = new THREE.Matrix4();
        var lScalingOffsetM = new THREE.Matrix4();
        var lRotationOffsetM = new THREE.Matrix4();
        var lRotationPivotM = new THREE.Matrix4();

        var lParentGX = new THREE.Matrix4();
        var lGlobalT = new THREE.Matrix4();

        var inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;

        if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );

        if ( transformData.preRotation ) {

            var array = transformData.preRotation.map( THREE.Math.degToRad );
            array.push( transformData.eulerOrder );
            lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );

        }

        if ( transformData.rotation ) {

            var array = transformData.rotation.map( THREE.Math.degToRad );
            array.push( transformData.eulerOrder );
            lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );

        }

        if ( transformData.postRotation ) {

            var array = transformData.postRotation.map( THREE.Math.degToRad );
            array.push( transformData.eulerOrder );
            lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );

        }

        if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );

        // Pivots and offsets
        if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
        if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
        if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
        if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );

        // parent transform
        if ( transformData.parentMatrixWorld ) lParentGX = transformData.parentMatrixWorld;

        // Global Rotation
        var lLRM = lPreRotationM.multiply( lRotationM ).multiply( lPostRotationM );
        var lParentGRM = new THREE.Matrix4();
        lParentGX.extractRotation( lParentGRM );

        // Global Shear*Scaling
        var lParentTM = new THREE.Matrix4();
        var lLSM;
        var lParentGSM;
        var lParentGRSM;

        lParentTM.copyPosition( lParentGX );
        lParentGRSM = lParentTM.getInverse( lParentTM ).multiply( lParentGX );
        lParentGSM = lParentGRM.getInverse( lParentGRM ).multiply( lParentGRSM );
        lLSM = lScalingM;

        var lGlobalRS;
        if ( inheritType === 0 ) {

            lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );

        } else if ( inheritType === 1 ) {

            lGlobalRS = lParentGRM.multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );

        } else {

            var lParentLSM = new THREE.Matrix4().copy( lScalingM );

            var lParentGSM_noLocal = lParentGSM.multiply( lParentLSM.getInverse( lParentLSM ) );

            lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );

        }

        // Calculate the local transform matrix
        var lTransform = lTranslationM.multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM.getInverse( lRotationPivotM ) ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM.getInverse( lScalingPivotM ) );

        var lLocalTWithAllPivotAndOffsetInfo = new THREE.Matrix4().copyPosition( lTransform );

        var lGlobalTranslation = lParentGX.multiply( lLocalTWithAllPivotAndOffsetInfo );
        lGlobalT.copyPosition( lGlobalTranslation );

        lTransform = lGlobalT.multiply( lGlobalRS );

        return lTransform;

    }

    // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
    // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
    function getEulerOrder( order ) {

        order = order || 0;

        var enums = [
            'ZYX', // -> XYZ extrinsic
            'YZX', // -> XZY extrinsic
            'XZY', // -> YZX extrinsic
            'ZXY', // -> YXZ extrinsic
            'YXZ', // -> ZXY extrinsic
            'XYZ', // -> ZYX extrinsic
            //'SphericXYZ', // not possible to support
        ];

        if ( order === 6 ) {

            console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
            return enums[ 0 ];

        }

        return enums[ order ];

    }

    // Parses comma separated list of numbers and returns them an array.
    // Used internally by the TextParser
    function parseNumberArray( value ) {

        var array = value.split( ',' ).map( function ( val ) {

            return parseFloat( val );

        } );

        return array;

    }

    function convertArrayBufferToString( buffer, from, to ) {

        if ( from === undefined ) from = 0;
        if ( to === undefined ) to = buffer.byteLength;

        return THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );

    }

    function append( a, b ) {

        for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {

            a[ j ] = b[ i ];

        }

    }

    function slice( a, b, from, to ) {

        for ( var i = from, j = 0; i < to; i ++, j ++ ) {

            a[ j ] = b[ i ];

        }

        return a;

    }

    // inject array a2 into array a1 at index
    function inject( a1, index, a2 ) {

        return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );

    }

    return FBXLoader;

} )();
